• Title/Summary/Keyword: CulturalContents

Search Result 2,294, Processing Time 0.034 seconds

Creation and Meaning of Local Cultural Contents through Maeul-mandeulgi : Case of Chilgok-gun Yeong ori (공간생산이론을 통해 본 지역문화콘텐츠의 창출 과정과 의미 : 칠곡군 영오리 사례)

  • Lee, Jaemin
    • 지역과문화
    • /
    • v.7 no.1
    • /
    • pp.1-26
    • /
    • 2020
  • This study analyzes the creation process of local cultural contents that appears in the Maeul-mandeulgi by utilizing the "Village Rituals" handed down from village. The purpose is to analyze the social values and meanings they represent. For this purpose, a qualitative research method using Chilgok-gun Yeong-ori was applied and analyzed through Lefebvre's the production of space theory. Residents began to recognize the necessity of projects such as Maeul-mandeulgi to overcome the community crisis, and attempted to change the perception of existing village rituals. Residents began to recognize the need for projects such as Maeul-mandeulgi to overcome the community crisis, Attempts to change the perception of the existing village rituals resulted in spatial practice. The new cultural contents were created by adding a playful element to the existing Cheonwangje, and thereby strengthening the identity of the village. This resulted in the reproduction of the village as a new cultural space, but it showed the reproduction of the space in which the alienation occurred due to excessive physical expansion. However, through this process, villagers increased their sense of belonging and increased their satisfaction, which showed the process of being produced as a space of representation that strengthens the sense of community.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.457-464
    • /
    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.8 no.4
    • /
    • pp.177-184
    • /
    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Cultural Change and Regional Development in the age of Glocalization: Focused on Cultural Contents (글로컬라이제이션 시대의 문화변동과 지역발전: 문화콘텐츠를 중심으로)

  • Lee, Byung-Min;Lee, Won-Ho
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.17 no.2
    • /
    • pp.215-230
    • /
    • 2014
  • This study aim to do observation to 1) Trajectory of cognitive-cultural economy growth with regional historical context, 2) Spatial, cultural and social change caused by cognitive-culture economy growth, and 3) Draw the meaning of the change in glocalizational view. They said that 'Creativity' has been related with spatial, economical, cultural and social change and it leads to new economical system, what we call 'Cognitive-cultural economy'. It is the important event which is to affect economic geography and local development greatly. New cultural changes are characterized by variations from abstract discourse to concrete reality and show the emphasis on real project specific in the region. Further more, possibility of local development in the glocalization found in the specific form of cultural content, for example, Korean Wave. New media environment changes that include SNS function not only interact each other in space but also expand the scope of local units and cultural content to the world. In order to enhance the further development of local content, it will require conjunction with space and specific region, variety of organic link between the principal participants, and building infrastructure for future development.

  • PDF

A Proposed Teaching Model to Improve Cultural Competency Care for Undergraduate Korean Nursing Students (간호대학생을 위한 문화간호 역량화 교육 프로그램)

  • Choi, Kyung Sook;Morgan, Sarah;Thongpriwan, Vipavee;Lee, So Young;Jun, Myunghee
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.20 no.3
    • /
    • pp.424-434
    • /
    • 2014
  • Purpose: The aim of this study was to propose a teaching model to improve the cultural competence care of undergraduate Korean nursing students. Methods: A literature review was performed from 2000 through 2014 using internet to identify studies that presented nursing curricula and teaching-learning strategies in Korea. We analyzed retrieved Korean seven articles using Campinha-Bacote's ASKED model in combination with reflective experiences of authors observing classrooms in the U.S. Results: Six syllabuses presented information about cultural diversity nursing concepts in Korea. A traditional lecture focused on presenting contents about cultural knowledge by an instructor in the classroom was identified as a commonly used teaching strategy. We found that cultural competency related to cultural desire, awareness, and encounter was lacking. Thus, we developed teaching model based on the Korean nursing education contexts and combined with Campinha-Bacote model to improve cultural competency in nursing. Conclusions: The proposed teaching model shows promise as a strategy for improving the knowledge, attitudes, and skills related to cultural competent for undergraduate nursing students in Korea. However, evidences that this model improves nursing students' clinical practices reflecting cultural competent care are still lacking. Future research focusing on determining teaching methods and contents in clinical practices will be most effective.

Basic Study for the Education Programs of Multi-cultural Family Counselors : Focus Group Interviews of the Multi-cultural Staffs (다문화상담자 교육 콘텐츠 개발을 위한 기초연구 : 다문화 현장 전문가 FGI를 중심으로)

  • Kim, Hyuna;Lee, Jayoung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.468-484
    • /
    • 2013
  • The purpose of this study was to examine the problems of a multi-cultural family counseling as a support for the families in order to suggest efficient education programs for counselors. For these reasons, this study used interviews of three focus-groups consisting of 11 experts each other, and then the qualitative data was analyzed. The analysis of data was conducted by two doctors and one master and investigated by a multi-cultural counselor. As a result, 5 categories, 13 sub-categories, and 46 definitions were identified. Each five categories were the problems of multi-cultural counseling, effective multi-cultural counseling skill, the qualities of a counselor with multi-cultural attitude and recognition, multi-cultural knowledge factors and effective teaching methods. At last, implications, practical uses, and suggestions for future researches were also discussed in this study.

Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.333-340
    • /
    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

  • PDF

Strategic Planning for Initiating Local Cultural Festivals (지역문화축제 활성화를 위한 전략적 기획 방안의 모색)

  • Ahn, Seong-Hye
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.12
    • /
    • pp.168-175
    • /
    • 2008
  • As the travel industry grows and becomes increasingly more competitive, municipal governments have undertaken great efforts to maximize limited resources and develop their local economies by initiating and developing cultural festivals. Such festivals and events have become an efficient mechanism to enhance their image, increase tourism, and ultimately, stimulate their economy. However, marketing efforts to scale globally typically falter due to various factors: lack of originality, poor quality of contents, and a scarcity of competitive power. Hence, I wish to propose a model for developing cultural semiology and visual literacy, with storytelling utilized as a means of strategically illustrating local cultural festival contents. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.